# Settings

This is used to fatten AABBs in the dynamic tree. This allows proxies
to move by a small amount without triggering a tree adjustment.
This is in meters.

This is used to fatten AABBs in the dynamic tree. This is used to predict
the future position based on the current displacement.
This is a dimensionless multiplier.

Enable/Disable sleeping

A body cannot sleep if its angular velocity is above this tolerance.

A small angle used as a collision and constraint tolerance. Usually it is
chosen to be numerically significant, but visually insignificant.

This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
that overlap is removed in one time step. However using values close to 1 often lead
to overshoot.

Enable/Disable Continuous Collision Detection (CCD)

Enabling diagnistics causes the engine to gather timing information.
You can see how much time it took to solve the contacts, solve CCD
and update the controllers.

Enable/Disable warmstarting

A body cannot sleep if its linear velocity is above this tolerance.

A small length used as a collision and constraint tolerance. Usually it is
chosen to be numerically significant, but visually insignificant.

The maximum angular position correction used when solving constraints. This helps to
prevent overshoot.

The maximum linear position correction used when solving constraints. This helps to
prevent overshoot.

The maximum number of contact points between two convex shapes.

The maximum number of vertices on a convex polygon.

The maximum angular velocity of a body. This limit is very large and is used
to prevent numerical problems. You shouldn't need to adjust this.

Maximum number of sub-steps per contact in continuous physics simulation.

Maximum number of contacts to be handled to solve a TOI impact.

The maximum linear velocity of a body. This limit is very large and is used
to prevent numerical problems. You shouldn't need to adjust this.

The radius of the polygon/edge shape skin. This should not be modified. Making
this smaller means polygons will have an insufficient buffer for continuous collision.
Making it larger may create artifacts for vertex collision.

The number of position iterations used in the solver.

The time that a body must be still before it will go to sleep.

The number of position iterations in the TOI solver

The number of velocity iterations in the TOI solver

Farseer Physics Engine has a different way of filtering fixtures than Box2d.
We have both FPE and Box2D filtering in the engine. If you are upgrading
from earlier versions of FPE, set this to true.

The number of velocity iterations used in the solver.

A velocity threshold for elastic collisions. Any collision with a relative linear
velocity below this threshold will be treated as inelastic.

Friction mixing law. Feel free to customize this.

Restitution mixing law. Feel free to customize this.